You chose well. Killer7 is my favorite game of all time, for reasons I will fully elaborate on in the near future. The short version, however, it's that it's the closest video games have gotten to being a David Lynch film. It benefits from being played alone in near silence, so you can fully process its wild, surreal moments, cool characters, and ambiguous plot.

In fitting with its themes, we decided to take Killer7 very seriously, as Andrew Reiner, Joe Juba, Leo Vader, and I focus only an the artistry of Killer7 and never talk about anything else and make absolutely zero jokes. Enjoy!

Earlier this week, I had the chance to play and watch others play Artifact for a few hours at Valve’s HQ in Seattle. To learn how the game works both from a mechanical and financial perspective, head you can read my write-up here.

Before any of that, however, Gabe Newell gave a presentation about the company’s history, the purposes behind each of their games, and what they hope to do with Artifact. It’s an illuminating look at the company, and I recommend you watch it.

In celebration of Game Informer's 300th issue – which contains a huge 300 Greatest Games of All Time list – Replay is taking a look back at some of the top games that made that prestigious list. The first game is selected by Game Informer's editor-in-chief, Andy McNamara. Andy has been at Game Informer since issue 1, dating back 27 years ago. He wanted to play Super Metroid, a game we've already played to death in a Super Replay. For the sake of 300, we had no qualms in revisiting this game for a more focused conversation about this important (and awesome) game.

In the second segment, we focus on a game that didn't make the list, but should have, according to Andy. In true Replay fashion, this look back at yesteryear is not what Andy expected. Enjoy the show. Enjoy the 300th issue. We'll be back in seven days with another 300 themed episode, this time with a pick from yours truly.

The more I play board games, the more I gain an appreciation for a concept you might call unity. These are the nebulous elements that tie a game together, weaving its theme with its mechanics, art with game design, and component pieces with gameplay flow. When done right, a highly unified game experience feels elegant and evocative, transporting players into their roles and objectives, and helping every element contribute to a sum that is greater than the constituent parts.

Rising Sun is a game of clan warfare in ancient feudal Japan for three to five players, with its honor-driven gameplay amplified by magic, monsters, and constant shifting alliances and internecine strife. I like a lot of things about Rising Sun, the new game from CMON, designer Eric M. Lang, and artist Adrian Smith. But among all the things I like, the thing I love is its unity of purpose; everything in the game contributes to a singular vision, a magical escape into a world of Japanese legend, in which honor and clan alliances hold equal power to demonic Oni and godlike Kami spirits, all while feeling steeped in the tea ceremonies and epic battles that define our collective imagination of ancient Nippon.

Year Three of Rainbow Six Siege kicked off with a bang this week, driving back players to the game in record concurrent numbers thanks in part to a new cooperative component called Outbreak. This wild departure for the Rainbow Six franchise introduces a supernatural threat to the tactical shooter that feels more like a Left 4 Dead expansion than anything tied to the Tom Clancy universe.

A dramatically divergent offering, Outbreak doesn't do anything to bring back the old-school Rainbow Six fans who long for the carefully planned missions and measured tactical engagements of the past. With its adoption of G.I. Joe-style hero characters and now a full-on zombie-outbreak theme, it's clear Ubisoft is comfortable evolving the series away from its military-sim roots and moving more toward the comic-book end of the entertainment spectrum.

A great headset can make or break multiplayer experiences. We've all been in competitive matches where a teammate's background noises like a baby crying drown out everything else you can hear, or been knifed in the back by a sneaking soldier when peering out a building window toward an objective while using a chintzy pack-in headset that comes with a console that didn't alert you to their presecnce. That's why such a strong market has developed offering quality gaming headsets.

New features in high-end headsets has largely stagnated in recent years, but a new contender has emerged boasting hardware expertise and armed with years of collected data from the best esports players about how they'd like to see the technology improved. Victrix's first offering is the Pro AF ANC, a $300 headset available for pre-order now that applies best-in-class thinking to comfort, quality, microphone performance, and even noise canceling.

Year Three of Rainbow Six Siege kicked off with a bang this week, driving back players to the game in record concurrent numbers thanks in part to a new cooperative component called Outbreak. This wild departure for the Rainbow Six franchise introduces a supernatural threat to the tactical shooter that feels more like a Left 4 Dead expansion than anything tied to the Tom Clancy universe.

A dramatically divergent offering, Outbreak doesn't do anything to bring back the old-school Rainbow Six fans who long for the carefully planned missions and measured tactical engagements of the past. With its adoption of G.I. Joe-style hero characters and now a full-on zombie-outbreak theme, it's clear Ubisoft is comfortable evolving the series away from its military-sim roots and moving more toward the comic-book end of the entertainment spectrum.

Another week of blogs welcomes us all into March, the month that sounds like it should be ushering in spring. But here in Minnesota, we got dumped on with a lot of snow, so I guess that means it is time to get cozy with some blogs!

Community Blogs For March 1 – March 7:

Interview: Shape Of The World Creator Stu Maxwell Rebekah Lang gets things started (welcome back, Lang!) with an interview. It's super insightful, especially if you have any interest in game development, and of course, Shape of the World. I found it especially interesting to read about how the color palette was chosen.

It's tempting to call out some of Immortal: Unchained's design inspirations, but such comparisons are easy and overused. Suffice it to say, Dan Tack takes Leo and me on a quick tour of the game, which features a character who can roll, has a limited supply of stamina, and faces difficult enemies. Look, it's like Dark Souls, OK?!

Before you call out the video's unfortunate deaths, you should know that this episode of NGT is coming in hot. In fact, you're looking at Tack's first hands-on session with the game. Watch as he feels out his character's movements and tries to figure out how best to optimize his build. Try not to be overwhelmed when his hero equips his starting gear! And do your best to resist any obvious comparisons between Immortal: Unchained and a certain From Software title. Good luck! We couldn't do it, either!

Grab your building blueprints and orange sniper rifles because we're heading into Fortnite's limited time 20v20v20v20v20 game mode today, and you're invited to come along for the ride.

The action is sure to be crazy as we dive in, loot up, and attempt to be the last survivor in the battle royale jamboree. We're playing from 2-4 CST, so drop by for some good times, great conversation, and some epic fails. We might even win a few!

You can click the banner below to watch the stream on Twitch or YouTube today, or just tune in here using the embedded video below.

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Jun 7, 2017Updates and bug fixes OTW.

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Jun 7, 2017Updates and bug fixes OTW.

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